SkillFile: Evil Daves Evil Disaster! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Skill: RuneCrafting and Magic Problem: RuneCrafting is stale and boring... the same mediocre tasks for minimal experience. Cause: Jagex hasn't got round to making some, cannot think of a unique way to include them. Solution: A new spellbook, which doppelgangers the standard book, which requires new runes. Synopsis: A huge arena for RuneCrafters, with new runestones to craft and new spells to unlock. Obtained: Everything can be found within Evil Dave's Evil Dimension of DOOM!

The RuneCrafting SkillFile is a masterpiece, something myself and Dark have been working on fruitlessly since the begining of May! How better to improve RuneCrafting than with a huge dose of new runes? New runes equal new spells!

Evil Dave was sat not-so-attentively, in Varrock's Jolly Boar, listening to boisterous Zamorakians boasting about their recent avail in the RuneCrafting buisness. But the not-so-mastered summoner thought, it can't be that difficult. So he created his own runes and magics, something the pomp** Zamorakians would envy - by fluke.

Speak to Evil Dave within his basement and he will boast his success... you will unfortunately not understand a word; what is DaveCrafting? Dave-ics? Utterly confused you attempt to correct Dave. A brain-twisting conversation later, similar to the play-discussion in TokTz-Ket-Dill, you will have sucessfully named the collection "darkRunes", renamed all but three of the runes and convinced Dave to share his "disaster" with you!

The new spellbook, Evil Dave's Evil Magics, is now available (although some spells need to be earned). To switch Dave will feed you a bowl of "mind-boggling stew"... nasty stuff. But note that after this conversation, Dave can be located outside his basement! Locations include shopping in Arodogne market for has mam, and enjoying a Karimja Rum at Musa Point.

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Rebirth of RuneCrafting!¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯RuneCrafting deserves a overhaul, until last month it was the only free to play skill without a million accounts on the hiscores! Why? RuneCrafting is the slowest skill in RuneScape, and with the new trades system it has become more so - what with popular rune-running no longer possible! So, we decided to that doubling the workload is the best solution... and no this does not mean scattering countless new altars over RuneScape, just eight - and all in the same location!

These eight altars are; Stone, Frost, Static, Combat, Blessed, Ethereal, Abyssal and Void. Note that two of them account for multiple darkRunes. The blessed altar is known as the "Heart Altar" until the player reaches 44 RuneCrafting, when it becomes the "Corpse Altar". The Combat Altar is the "Force Altar" until level 34, the "Flash Altar" until level 59, the "Geist Altar" until level 64, and finally the "Shadow Altar". To access a lower-levelled altar you need a talisman, which are crafted using the new spellbook. I will explain later.

I mentioned above that their were eight new altars, but there are sixteen new runes! These runes fit into four types, displayed below, with the sixteen runes, the levels to craft them and at what levels multiples are produced. For example, Force requires level 10 craft, 2x at level 18.

The graphic for all these prayers is similar to the "spin" emoticon, aside from the little coloured orb that rotates about the player in the opposite direction. Upon finishing the spin the orb colides with the player's face like a water balloon, sparks flying everywhere. These spells stack with prayers, but not with each other. So if you cast Conifidence and then Vigilance only Vigilance will take effect, if cast the other way round the runes for Confidence would be wasted to no effect.

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Enchantment Spells!¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[please see the Smithing thread for Enchant Armoury spells]

 Level 41 - Charge Combat Orb; 2 Stone Runes, 20 Ethereal Runes and an Orb Level 61 - Charge Blessed Orb; 2 Frost Runes, 20 Ethereal Runes and an Orb Level 81 - Charge darkOrb; 2 Static Runes, 20 Ethereal Runes and an Orb^These spells must be cast directly upon an orb, no need for an obelisk. A charged orb becomes a talisman when you insert a relative darkRune; combat runes in the Combart Orb (Force Talisman for example, or Heart Talisman). The darkOrb can be aligned with DOOM, STEW or EVIL... by having this talisman the Gust runes would usually craft is replaced with the rune within the talisman, but this talisman breaks after 5 uses and you can only have one darkOrb in your possession at a time.

Talismans will overright your RuneCrafting level when entering a chamber, so you can craft low levelled runes - they are untradeable.

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Alchemistic Spells!¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Alchemy is turning one thing into a nother, not just gold. Here are Dave's alchemy spells...

For example Lobsters heal 14, Pliant Lobsters by 21, and Blessed Lobsters heal prayer by 7.Removes any effect the food usually has, doesn't work on beverages. All trait-food is tradeable.

 Level 14 - Alchemistic Pulse; 4 Stone Runes, 4 Frost Runes and 1 Abyssal Rune^ Converts all similar items in the inventory into a little gold (excludes notes and stacked items). The player is warned if the item be worth more than 50k gp.

Graphic: A door appears and swings upon, the destination visable through the frame (and visa versa). The player walks through and it vanishes behind them.

Hotspots are found at popular locations and at every existing telespot; marked by the image of an anchor  drawn on the floor, the wall, or a rock, etc. Locate hotspots by right clicking on the spell and selecting 'Locate Hotspots'; this will illuminate nearby hotspots via the minimap.

Right-click on the spell and select 'Set Anchor' then cast it upon the anchor graphic (wide hitspot). This establishes the anchor allowing you to left click and teleport as normal. You're warned if you try to overright an existing anchor.

Example of an established anchor; Anchor #1: Varrock (level 25) 3 Gust Runes and 1 Void Rune Will teleport the player to Varrock Fountain.

Clan anchors work the same, only clanchat is required to cast one. Teleports are redirect to the leader's location; clan members are warned that the location will not be their established hotspot (doomsayer).

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Miscellaneous Spells!¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯All of the following are rewarded to the player from a new RuneCrafting random event. The random is a semi-complicated task, noncombat. Spells cannot be cast prior, like unlocking emoticons.

Evil Dave's Evil Dimension of DOOM! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I mentioned above that there would be eight altars, aye, these eight altars would be found in one of eight chambres, branching from a single, central cavern. The entire dimension is perhaps the size of the God Wars Dungeon, obviously with eight chambers insted of four and without all the hostile foes!Each of the chambers is sealed by a large stone door, this allows the central cavern to be a public arena whilst each chamber is private.

The cavern is distinctly darker than the essence mines, although the general structure is similar (scafolding, buckets, loose planks and such). In the centre of the cavern is a large, black-essence tower, which yields Dark Essence to players with 40 mining. Pure Essence is perfectly acceptable in this cavern, but Dark Essence yields 25% more runes per load (no addtional experience for the additional runes). Scatered around the cavern are many darkGuardians, similar to the Guardians of the Mage Training Arena, only made of animated dark essence. They guard the arena from Zamorakian Magicians, who can occasionally be seen trying to breech the dimension, but they will also offer biwildered players a helping hand.

Each of the eight doors is illustrated by a skill, etched into the majestic surface. Though the rooms don't have a specific required level to enter, the darkGuardian within will recomend a suitable level and try and refuse you entry, of course, you may enter at your own peril. This arena is not a mini- game and thus isn't safe.. death is death. You will be rewarded in the required skills depending on how well you did.

Oh, and one more thing I should point out, Evil Dave is a shopkeeper within the dimension... players can buy and sell their darkRunes in general and player stock. However, similar to Zaff, you can only purchase "Dave's Runes" once a day, and they aren't listed in the general stock.

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Altar Chambers!¯¯¯¯¯¯¯¯¯¯¯¯¯Each chamber is designed to folly an inexperienced adventurer, although nothing that ruins the fun. Your target in each room is to get to the altar, which, rather than a slab of rock, is typically a large floating sphere (coloured accordingly), although there are exceptions. Note some tasks have set- camera angles, or alter the interface to display needed buttons; and all are private.

The next few posts will list the task of each chamber and illustrate a possible graphic to be placed upon the rune. DarkRunes have a blackened base, and the image upon has a white outline to define it against the black base... even if the darkRune was crafted upon Pure Essence.

The stone chamber is relativly square chamber, and looks similar to the cavern beneath the Grand Tree (jagged rocks and creeping roots). The altar itself is earthy-brown and cracked, and to get to it you must complete a boulder-pushing puzzle, similar to those in the Path to Glourphrie. 22 strength is recommended to complete the tasks without risking a strain.

Frost has the smallest chamber, decorated by a layer of snow. It's altar is the exception to floating; it's icy-blue surface rests in the snow. To complete the task you need to melt a path through the snow, square by square, with the provided lantern and tinderbox. Complete fast as a stat-reducing snowstorm is constantly present. 38 firemaking is recommend to adequetly sustane a fire.

The static chamber appears earthy, but across the middle is balance-beam agility shortcut, like in Dealing with Scarabas. The beam is made entirely of metal and reacts to the player like a treadmill, trying to push the player away. To get across you need to repeatedly tap the left and right arrowkey (set-camera). Don't worry, getting back is easier. 25 agility is recommended.

The ethereal chamber's task is a memory maze... you have five seconds to view the maze, before the screen goes black; then you must navigate it (set camera). Fortunately, two buttons appear on the interface displaying "give up" and "de-luminate". De-luminate expels the light for 3 seconds, but can only be used once). The altar is pearly white and, whilst visable, the room looks similar to the telekinetic arena.

The abyssal chamber is pitch black in color; the only light is the darkGuardians lantern. The task being notably similar to the seasons in the Sorcerers Garden, except the corridors are patrolled by glistening light-creatures. These glowing specters will expel you if youre found, but also emit a bubble of light, so don't stand in it! (360-vision). The altar is also black, but a lantern lights the safe-zone. 29 thieving is recommended for this chamber.

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Last edited by 3mptylord on Wed Jun 24, 2009 3:29 am; edited 2 times in total

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If all good things come to an end then we're living in a world where evil wins.

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it.

The void chamber is quite the reverse of other chambers; its harder to leave. The altar within this chamber is a void, drawing in everything. When you enter the door the guardian will take your hand. Ask any questions now, for after the first few times in the void chamber the doomsayer will negate this function. When the darkGuardian lets go you will be pulled towards the void. When you try to leave it's as if you are being pushed back. Get out and the runes are yours. Teleports don't work in this chamber, but you can 'give up' for the cost of 50% runes.

The heart chamber is a swamp of flowers and beauty. Its so full that an intoxicating aura chokes any who enter. "Choke" is an affliction that causes a 1 hitpoint loss every 5 seconds (shown by a green-vine splash, like poison but more rooty). To get through you must wade through the thicket of flowers, but a player can stumble upon rare herbs and automatically pick them (fairly common). The altar is pretty pink, and high hitpoints are advised.

The heart chamber becomes the corpse at level 44 RuneCrafting. The chamber is simple, but full of skeletons and it's multicombat! Running is advisable but the skeletons prefer to range their target, hurling bones that damage your prayer! I would like to add that the skeletons do reward the player, kill one and you receive instant prayer experience equal to dragon bones! The altar is a dirty-bone colour, and it's recommended you have 39 prayer for Protect from Range, although with level 44 prayer, "Weakness of Range" is more effective. (Zamorak's Citadel)

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Combat Alter!¯¯¯¯¯¯¯¯¯¯¯The force altar is runestone-grey, and alight, burning a brilliant red! The chamber has perhaps the most bizarre challenge of the collection, a Matrix-style (slow motion) run from door to the altar. What's so difficult? So altar will be throwing debris at you (rocks, fireballs, roots, etc) and you must dodge them by selecting "Jump", "Duck, "Dodge Left" and "Dodge Right" on the interface. Takes no longer than 10-15 seconds and if you fail you lose health, but carry on.

A large canyon splits into the flash chamber. This chamber requires a minimum of 41 range to complete the task efficiently, but any range level can do it with luck. What? It's an identical task to the drawbridge in the underground pass, except you don't need flaming arrows for this one and there are two ropes to snap. The altar is a translucent cyan, like an orb of water with coloring.

The geist chamber is perhaps the spookiest, hopefully. The task for this chamber would be a hall of mirrors, or, a maze made of mirrors so you have no idea what's a reflections and what's a door. Of course, this may be difficult to produce so the easiest solution would be something similar to the maze-random, where the doors are near impossible to find. The altar is a ghostly white, almost complete transparent, and emitting wisps of energies that flying around the maze.

The shadow chamber is the second combat room, be as apposed to skeletons the room is filled with nothing but shadows on the floor. Some as Shadow Dwellers knows the creatures within, but they have never been seen and thus have never been officially named. These prefer to swarm a player as opposed to ranging. To kill the creatures you must attack their shadow; they're fast and highly defensive. Killing a Shadow Dweller yields an unusually high amount of hitpoints of exp. The altar is a pitch black heart, with thick putrid-purple veins.

Blah blah blah...this idea is sooooo stupid...why would we change an already awesome skill like magic? I disagree totally...Magic comes from a source that is only present in thirteen runes which can be drawn from these three completely unrelated books...